1#version 400 2const float sk_PrivkGuardedDivideEpsilon = false ? 1e-08 : 0.0; 3const float sk_PrivkMinNormalHalf = 6.10351562e-05; 4out vec4 sk_FragColor; 5uniform vec4 src; 6uniform vec4 dst; 7float blend_color_saturation_Qhh3(vec3 color); 8vec4 blend_hslc_h4h2h4h4(vec2 flipSat, vec4 src, vec4 dst); 9float blend_color_saturation_Qhh3(vec3 color) { 10 return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z); 11} 12vec4 blend_hslc_h4h2h4h4(vec2 flipSat, vec4 src, vec4 dst) { 13 float alpha = dst.w * src.w; 14 vec3 sda = src.xyz * dst.w; 15 vec3 dsa = dst.xyz * src.w; 16 vec3 l = bool(flipSat.x) ? dsa : sda; 17 vec3 r = bool(flipSat.x) ? sda : dsa; 18 if (bool(flipSat.y)) { 19 float _2_mn = min(min(l.x, l.y), l.z); 20 float _3_mx = max(max(l.x, l.y), l.z); 21 l = _3_mx > _2_mn ? ((l - _2_mn) * blend_color_saturation_Qhh3(r)) / (_3_mx - _2_mn) : vec3(0.0); 22 r = dsa; 23 } 24 float _4_lum = dot(vec3(0.3, 0.59, 0.11), r); 25 vec3 _5_result = (_4_lum - dot(vec3(0.3, 0.59, 0.11), l)) + l; 26 float _6_minComp = min(min(_5_result.x, _5_result.y), _5_result.z); 27 float _7_maxComp = max(max(_5_result.x, _5_result.y), _5_result.z); 28 if (_6_minComp < 0.0 && _4_lum != _6_minComp) { 29 _5_result = _4_lum + (_5_result - _4_lum) * (_4_lum / (((_4_lum - _6_minComp) + sk_PrivkMinNormalHalf) + sk_PrivkGuardedDivideEpsilon)); 30 } 31 if (_7_maxComp > alpha && _7_maxComp != _4_lum) { 32 _5_result = _4_lum + ((_5_result - _4_lum) * (alpha - _4_lum)) / (((_7_maxComp - _4_lum) + sk_PrivkMinNormalHalf) + sk_PrivkGuardedDivideEpsilon); 33 } 34 return vec4((((_5_result + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); 35} 36void main() { 37 sk_FragColor = blend_hslc_h4h2h4h4(vec2(1.0), src, dst); 38} 39